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  1. #1
    Gez's Avatar Tiro
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    Default Forts

    After looking around the forum, i found this thread;

    http://www.twcenter.net/forums/showthread.php?t=267743

    Would it be possible to use that style of walls and gates for forts? Really think that forts should have some means of defending the wall...otherwise there's not really any point in having permenant forts which can defend large regions...especially in the desert as there's loads of wilderness where nasty rebels could pop up. I for one would love ramparts on a fort! Not neccesarily as big as the ones in the pic i linked though!

    Just wondering if it's possible at all. Would be mega sweet though.
    -RS2 Trait & Ancilliary Dev/Beta Tester-

  2. #2
    Elendil of Númenor's Avatar Campidoctor
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    Default Re: Forts

    I agree. You always reed about Romans pulling up massive forts in the matter of days, or even hours! And those were well defended and were very important in Roman military campaigns. But, truth is, RTW's forts are so, well, lame, that I don't even consider building them as I can fight better on open ground than squeezed into those cages.

    However, I think forts use the 'wooden wall', the same type of wall that you can defend cities and towns with. But I wouldn't care if I could build real wooden walls for cities too. In vanilla it's just a palisade, really. So maybe make these walls (and forts) more expensive, and much weaker than the stone walls, but it would still be very epic to put them into RSII.

    If possible, of course. Anyway that's just my 2 cents.

  3. #3
    Gez's Avatar Tiro
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    Default Re: Forts

    Totally, because as it stands, i think forts are more of a hinderance when it comes to battle, other than a strong defensive position. Would be awesome if something like this could be added! Maybe if we ask nicely

    Also, if this was to happen, perhaps the forts could stay up a bit longer than one turn, like 2-3. Would add new dimensions of awesome!
    Last edited by Gez; July 10, 2009 at 07:52 PM.
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  4. #4
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    Default Re: Forts

    Yes, it certainly would be more realistic if forts could be truly defensible, like they used to be. Unfortunatly forst use the vanilla wooden wall that villages have - you can't defend that either, you just have to wait for them to knock it down.

    I wonder if it's possible to design something where, as far as the game is concerned, there are no walls, but it looks like there are. If we make it look like a low paliside it wouold justify the enemy simply walking up to and then over it, although they would have to fight past the defenders.

  5. #5
    Gez's Avatar Tiro
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    Default Re: Forts

    Well, the palisade is a new idea al together!

    btw;

    http://www.twcenter.net/forums/showt...ht=stone+forts

    Duno what they are like, the pics aren't available any more. Free to use though Still, i think wooden forts would be better cuz they fit in with all cultures. I mean, i can't imagine the rome stone walls in an eastern legion camp. Wood fits in with everything!
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  6. #6
    Benz282's Avatar Vicarius
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    Default Re: Forts

    The walls in the OP are from "Diadochi:Total War", and were made by RedFox. I am not sure how he made them or how hard it would be to implement them, but I would love to see them included as well. They do act as Stone Walls do, so you can place units on the walls. The downside to them is that you cannot construct siege ladders or towers when besieging them, and so you cannot scale them as an attacker - you must knock them down with artillery or battering rams. In D:TW, RedFox mediated this by creating a special unit for all factions that always carried siege ladders, even in field battles. Last I played D:TW, they were still bugged as, while they worked fine when the player used them, they caused all sorts of pathfinding issues when arriving as reinforcements on the battlefield. In addition, to include those special units would require taking up EDU and probably DMB entires, which I believe the team are trying to conserve as much as possible given the "low" cap on them.

    As such, I do not think the team will include them unless they do indeed forgo the inclusion of the siege ladder units (which would take away quite a bit of the fun involved with including the walls in the first place).

  7. #7
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    Default Re: Forts

    Yes, I suspect adding these walls in particular would make it more trouble then they are worth, but i'd be interested to hear from the team if my idea is possible. Would be nice to have some realistic fort battles.

  8. #8
    dvk901's Avatar Consummatum est
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    Default Re: Forts

    There are several issues involved here that may prevent forts from changing for the first release. One is my ignorance......I know what I WANT to do, but I do not know yet HOW to do it. Outting defensible walls in a fort requires some skills I just don't have at the moment.....or a magic wand to make RTW do it. But it is one of those things (along with Custom Tile setups) that I dearly want to do.

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  9. #9
    Gez's Avatar Tiro
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    Default Re: Forts

    Well, that's fair enough then Maybe see what Diadochi:Total War team says about it? I'm sure they'd give you some help with it mate.
    -RS2 Trait & Ancilliary Dev/Beta Tester-

  10. #10
    Benz282's Avatar Vicarius
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    Default Re: Forts

    Yeah, RedFox is a pretty cool guy. I'm sure he'll tell you how to do it.

  11. #11
    Gez's Avatar Tiro
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    Default Re: Forts

    Any progress on this front DVK?
    -RS2 Trait & Ancilliary Dev/Beta Tester-

  12. #12

    Default Re: Forts

    None at all. The only person in the team that could implement this is me and I'm busy with loads of other stuff.


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  13. #13

    Default Re: Forts

    is there any way to make the ai assault a fort rather than just seige it till it falls, cos im getting tired of having to be the one that attacks all the time.?
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  14. #14
    King Nud's Avatar Praepositus
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    Default Re: Forts

    and so the great list of "is it possible to..." grows once more.......haha

    There are sooo many things we all want to change/alter, if we made R2TW, it would be one of the largest games and would probably take us 5 or 6 years to complete!
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  15. #15

    Default Re: Forts

    SPQR has a great new roman fort maybe ask if you can loan there's

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  16. #16

    Default Re: Forts

    http://www.twcenter.net/forums/showthread.php?t=39372
    look at this post 8
    and he already gives his permission to use it in post 18

    Atheist
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  17. #17
    dvk901's Avatar Consummatum est
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    Default Re: Forts

    LT1956's fort is already in RS2, and I have had permission from him for a long time. It would be good if someone would test it, because I made a modification to it. LT didn't include the 'collision' file in his original version, and it may have been why there were bugs. So testing it would be good.

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  18. #18

    Default Re: Forts

    I have had a few Fort battles but they always seem to be me sallying forth rather than an actual attack.
    I was a Roma Surrectum 2.0 Beta Tester

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  19. #19
    dvk901's Avatar Consummatum est
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    Default Re: Forts

    That has always been the case. LT's fort isn't going to change how the AI behaves. This is why a fort with walls you could defend would be rather worthless in RTW, because the AI DOESN'T attack forts like they do cities. In fact, I've seen many times when, if you wait the full number of turns that the fort can hold out, you just LOSE your army and the AI gets the fort. So I never wait the full amount of turns.

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  20. #20
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    Default Re: Forts

    Is there a specific reason for this? Or just something that CA never bothered to properly code in?

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